I’ve been busy with a house move for the last week so I’m releasing where I last left Resolution. It has a way to go before it’s a proper game, but it’s got the basic mechanics in there. I’ll call that a tick in the box for my January OGAM entry.
Left and right control the character, up and down vary the target speed for running. The max speed you can run at depends on both your energy and current weight. Either of these are affected by how long you run for and what you eat (energy bolts or food).
It’s obviously missing some major features, which I’ll add over time when I can:
– Scoring and failure state. I imagined that coming off the end of the treadmill would be failure. Wah wah wah wahhhh. The longer you’re on, the higher your score counter goes. Or pickups. I dunno.
– Game state handling to let you start at your leisure, pause, and handle the end game states.
– Better balancing of pickups. At the moment they’re randomly spawned across treadmills, increasing in rate as you avoid them, decreasing if you hit them. It also needs to distinguish between good pickups (energy) and bad (food).
– More treadmills. I’ve implemented variable speed treadmills, so these can be added to make it a challenge to move around the whole scene. This could then be tied into a risk/reward system for collectibles.
– Tuning. It needs it. Much of it.
– Sound? Who listens to things anyway?
I’ve managed to find a few hours to play with both Unity and the wonderful (in my unskilled hands anyway) Pyxel Edit so have made a start on my January OGAM entry for Resolution. Non playable at the moment, just demoing animations, variable speed treadmills, working HUD meters and spawning of random pickups. Looks fun doesn’t it! No? Fine … see if I care.
I already know 2015 is going to be a busy year. I should have a new house to play in, with all the associated DIY and building work that will come with it. Work isn’t going to get any easier so will either kill me or drive me into a change of jobs, neither of which option is going to result in me being rested and having an abundance of free time. I’m already signed up for at least one comic con for which I’ll need to get my cosplay sorted. I’ve also got quite a few weddings and stags coming up this year. All that doesn’t leave a lot of time to focus on realising my pages of scribbled notes and game ideas, so there’s only one thing for it: I need to set myself an unattainable target! One Game A Month seems like the perfect target to follow. Someone else can manage the tracking and goal settings, and I can sit back and fail to hit any of the deadlines!
Seriously though, it’s a good framework to get myself to put some effort into working on some game development. Every month there’s a new theme to work to, which should help me to branch out or inspire some new challenges. Even if I do the minimum for a given month – create a tech demo or follow a game tutorial that fits the theme – it’ll help improve my game dev skills. I will make one prediction now – September is going to be mega-busy so I expect to be missing that deadline!
The first theme word for 2015 is “Resolution”. I’ve got an idea in mind for a small mini-game about weight loss so let the games(dev) begin!